﻿#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
#endregion

namespace TestGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Texture2D texture;
        Model model;
        Song song;

        public Game1()
            : base()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            //texture = Content.Load<Texture2D>("tex");
            //texture = Content.Load<Texture2D>("tex_cp");
            //texture = Content.Load<Texture2D>("tex_dxt");
            //texture = Content.Load<Texture2D>("tex_dxt_cp");
            //model = Content.Load<Model>("mod");
            //BasicEffect effect = new BasicEffect(GraphicsDevice);
            //effect.EnableDefaultLighting();
            //model.Meshes[0].MeshParts[0].Effect = effect;
            //song = Content.Load<Song>("song01");
            //MediaPlayer.Play(song);
            HeroData data = Content.Load<HeroData>("hero");
            data.ToString();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            //spriteBatch.Begin();
            //spriteBatch.Draw(texture, Vector2.Zero, Color.White);
            //spriteBatch.End();
            //Matrix view = Matrix.CreateLookAt(new Vector3(30, 30, 30), Vector3.Zero, Vector3.Up);
            //Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f / 9f, 0.1f, 100f);
            //model.Draw(Matrix.Identity, view, projection);

            base.Draw(gameTime);
        }
    }
}
